Thursday 14 January 2016

Film Analysis - Appleseed Alpha

L3 Extended Games Development
Film Analysis
Tutor: Wayne, Gallear
Name: Wyatt, Chapman
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Film Analysis - Appleseed Alpha

Character Motives:

Olson - To destroy a pre-war machine, which could destroy New York.

Iris - Her motive is also to destroy the pre-war machine.

Deunan - She wanted to venture off to find Olympus.

Briareos - At the start his motive was to just keep surviving without wanting anything else, but near the end of the film he changes to wanting to find Olympus.

Talos - He wanted to use the war machine to strike fear into the hearts of people and cyborgs so that he could create a new world.

Two Horns - Two horns wanted to become the ruler of New York City through money and other means.

Story:

Plot - Deunan (a younge female soldier) and Briareos (a cyborg partner) are trying to survive in a post World War 3 apocalyptic New York City. While doing jobs on the side, Deunan dreams of finding Olympus (the legendary city of hope for humanity).

Beginning - At the start Deunan and Briareos had been set out on a task to obtain a vaccine for Two Horns. On their way back to Two Horns, via. metro train lines, they become under attacked by 3 cyborgs which causes damage to the vaccine. Deunan and Briareos believe that the 3 cyborgs were Two Horns men and that Two Horn is secretly trying to sabotage Briareos. By not bringing back the vaccine they are forced to go on another mission to destroy some drones.

Middle -  This is when they meet Olson and Iris. At that point Olson and Iris did not know about the drones that had gone wild, so Deunan rushes in to save them, while Briareos stayed back to support her. After the drones had been eliminated, Talos and his companions flew to the ceased battlefield in pursuit of Deunan and Briareos' new found friends. After finding no trace of Deunan and Briareos at the site, Talos heads over to the city to see Two Horns. Since Two Horns doesn't know anything about the girl that Talos is looking for, Talos decides to kill Two Horns. Only somehow Two Horns manages to survive. Briareos and his friends set up camp in an abandoned building to stay for the night,  when Two Horns shows up in a tank to kill Briareos. Deunan, Iris, Olson and Briareos fight against them and manage to destroy the henchman followed by the tank. Once that battle had ended Talos shows up and kidnaps Olson and Iris.

End - Briareos, being a cyborg, is able to track Olson, but when they found him they were too late, Olson had been killed and his data on the weapon had been taken, but he did leave behind a data chip for Briareos, so that he could locate the pre-war machine. Immediately they take the jeep and rush to the location. killing 4 enemy cyborgs at the entrance, they rush down the elevator shaft using the jeep. They are then pinned down and struggle to advance to save Iris. This is when Two Horns which had survived the tank explosion, shows up to save the two protagonists from the Tritan forces. Talos end up activating the machine and sets out with Iris (who is held captive) to destroy New York City, what he doesn't know is that Deunan is onboard aswell. She appears infront of Talos and shoots him multiple times, running out of time and being unable to stop the machine through the command console, so they get Briareos to shoot the engine with his rifle on the ourside. Unfortunately Iris had to stay behind to keep the shields down for Briareos to have his opening and ends up dying in the explosion.

Tuesday 12 January 2016

Music, FX and Legal Consideration

L3 Extended in Games Design
Start Date: 12/01/16
Tutor: Josh, Rai
Name: Wyatt, Chapman
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List of Music/FX Sources:

  • Produce your own.
  • NoCopyRightedSounds (NCS).
  • Buy the rights to someone elses song/request if you could use it.
  • Get royalty free music.
Explaining the purpose of music/FX

The Witcher 3: Wild Hunt - Alot of the music in The Witcher 3 is quite dramatic and fits fight, and chase scenarios well. The music is also very immersive, fitting the setting of the game amazingly, really making the player feel more attracted to the game. The audio soundtrack for when your character is fighting will get you pumped, causing you to want to keep fighting enemies, just for the music. The Witcher 3 - Combat Music

Click this to see other explanations about the moods of music and their effect on the player.

Legal and Ethical Consideration

95% of the time, when obtaining musical content, the user will need permission from the owner because alot of music produces copyright their music.

To do this the user can either pay royalty fees. This means that you will have to pay money to the owner of the music to use it.

If the producer is maybe in a good mood and you ask nicely you could get permission from the owner to use the music for free.

Lastly you could  buy the rights to the music, which could cost more than royalty fees.




Tuesday 5 January 2016

Unit 78 - Digital Graphics for Computer Games - Own Brief

Unit 78 - Digital Graphics for Computer Games
Start Date: 03/11/15
End Date: 10/11/15
Tutor: Josh Rai
Name: Wyatt Chapman
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Client Brief

The game needs a protagonist, with a number of enemies.
A background
Import audio into the game for the character, enemies etc.
Needs 5 or more levels.
Must be a 2D platformer.

Own Brief

Plot - Within this game the character sets out to defend his self employed business (BOB's GOB) against demolition workers. Along the way you must equip yourself with the latest technology in cooking equipment and defeat the almighty boss, Jeff.

Development
Name of the game.
Art Style: Cel Shaded merged with an exaggerated side theme, to distort portions of the characters body. (give more creativity to the player)
Create characters, walls and enemy sprites with a pixel value of 32 by 32.
Create a background using Adobe Photoshop, illustrator, or within the game engine.
Make up to 5 levels/rooms. (each room gradually getting harder as the player advances)
Game should be made for PC and mobile devices in mind. (wider audience range)
Create several sounds for when the character dies, collects currency, lands etc.
Games Dimension will be 2D.
The genre of the game will be an action-adventure

Customer
The target audience of the game will be intended for a male audience, aged 14-16 because of a more mature form of humour.
Price of the game. (whether it should be for free or not)

Legal and Ethical Consideration
Copyright/Trade Mark. Make sure to copyright the products title, logo, sounds/music, characters etc.
Make sure that the game is not sexist (treating the female characters with respect and not putting profound clothing on them)

Ideas for the game:

Game Name: Bob's Job
Character Name: Bob Goblineo
About the Character: Bob, aged 44, with a height of 6ft, is a self employed man that works hard to supply for his family. He's been running BOB's GOB (a fast food restaurant, which mainly only sells kebabs) for 20 years and has only started to progress 3 years ago, yet only slightly.
For one of the levels bob's family could be kidnapped, causing him to take a slight detour.





Unit 73 - Sound for Computer Games

L3 Extended Diploma Games Development
Unit 73 - Sound for Computer games
Tutor: Josh, Rai
Name: Wyatt, Chapman
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5 Different Gaming Songs that add emotion:

Last Of Us - All Gone (No Escape)  - The aim for this song is to make the mood feel as though all hope is gone, that all the main character can do is give up. This could invoke the player to feel sad. I would say that given the atmosphere and scenery within the game, this music would suit it well within a distressing part of the story.

Outlast - Male Ward Chase - The game mainly focuses on tense moments and hiding. The music is clearly meant to spark the event that you are in the worst situation. Being chased by an asylum patient that wants to become your friend, with a cleaver in his hand, is obviously not the best situation. Of-course being a smart person, you (the player) decide that it would be best to run. to help assist your brain in realizing that you should run, this tense music suddenly kicks in to help you panic, as you drastically press every object in hope that you can hide within it.

What the developer is trying to create in short is that you have just entered an event where you must run for you life to survive, making the player panic, causing them to struggle to think about how to get away.

SlenderMan - Concealed - SlenderMan is a purely atmospheric game, that relies on eerie music, making you wonder what might be lurking in the depths of the forest. This is just one of the soundtracks from SlenderMan The Arrival. This song would make you think that you had been spotted by SlenderMan, causing you to perhaps panic. Trying to run away, when in actuality you're running towards him.

I would say that the music does achieve it's goal in creating a situation where the player starts to panic, making them paranoid.

Halo 3 - One Final Effort - Near the end of halo 3 there is a moment when you would assume that it's going to be the end, that there was nothing Master Chief could have done. Yet suddenly, this music kicks in as Master Chief thinks of an amazing way to save Cortana and everyone else.

In my opinion the maker of the soundtrack did an excellent job at conveying emotions of hope, bravery and makes the player feel pretty awesome.

The Witcher 3: Wild Hunt - Eredin, King of the Hunt - This soundtrack creates a very sinister feeling toward the enemy. That he is the heart of evil, that even Geralt of Rivia struggles to challenge. The king of the hunt. Eredin.

The intent behind the music is to make the player feel as though maybe he should be wary of the hunt, because of their cold hearted nature, followed by their powers.

Why is Music important within game development

Music and sound FX are so important within a game or film. They are used to fully create the atmosphere. Using spine chilling music, you can create a game with low graphics, yet still setup a good scene. SlenderMan for example is mainly thriller based. Nothing really happens but it builds up the music as you go longer throughout the game, to put you off of the objective and more focused on running away. Music can also assist in making the player feel more emotionally attached to a character. The Last Of Us does this exceptionally well. It's a game that is solely focused on character attachments to increase the emotional trauma of the game's story/plot.

Keywords for Sounds:
  • Wavelength - the distance between crests of sound waves.
  • Amplitude - Refers to the intensity of sound.
  • Frequency - 
  • Pitch - How high or low a tone is.
  • Hertz - The unit for frequency.
  • Decibel - The unit used to measure the intensity of sound.
Foley - Creating artificial sounds for films or games. an example of this would be if they had a scene where a character slapped another, then they would probably use a slab of meat and hit it with a rolling pin to create the illusion of the person being slapped.

Timbre - The quality of musical sound or voices, from the pitch to the intensity.

3 Games that use sound as information/speech:

Outlast - In outlast there are tons of chase events, the developers used music to indicate that you are being chased. They used intense fast paste music and heavy breathing. When you find a place to hide and sit there for awhile as the enemy starts to lose interest in searching for you, the music slowly starts to die down, acting as a means to let you know that it's more secure to leave your hiding spot.

Zelda - when you find a treasure chest with a new item, a small tune is activated, to inform you that you have have found an important piece of equipment.

Metal Gear Sold V: The Phantom Pain -  When sneaking around a stronghold in MGS V: TPP and become spotted by an enemy, a high pitched alerting sound will be played to inform you that the enemy is aware of your presence.